rubyx-debugger/app/game.rb

217 lines
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2015-07-06 20:55:34 +02:00
class Score
attr_accessor :score
attr_reader :scoreText
def initialize(game)
@game = game
end
def preload
# nothing in here for this class
end
def create
@score = 0
@scoreText = @game.add.text(16, 16, 'score: 0', {fontSize: '32px', fill: '#000'})
end
end
class Star
attr_accessor :stars
def initialize(game)
@sprite_key = 'star'
@sprite_url = 'assets/star.png'
@game = game
end
def preload
@game.load.image(@sprite_key, @sprite_url)
end
def create
@stars = @game.add.group
stars.enable_body = true
12.times do |n|
star = @game.add.sprite(n * 70, 0, 'star')
@game.physics.arcade.enable(star)
star.body.gravity.y = 6
star.body.bounce.y = 0.7 + rand * 0.2
stars.add(star)
end
end
end
class Sky
def initialize(game)
@sprite_key = 'sky'
@sprite_url = 'assets/sky.png'
@game = game
end
def preload
@game.load.image(@sprite_key, @sprite_url)
end
def create
@game.add.sprite(0, 0, @sprite_key)
end
end
class Platforms
attr_accessor :platforms
def initialize(game)
@sprite_key = 'ground'
@sprite_url = 'assets/platform.png'
@game = game
end
def preload
@game.load.image(@sprite_key, @sprite_url)
end
def create
@game.physics.start_system(Phaser::Physics::ARCADE)
@platforms = @game.add.group
@platforms.enable_body = true
create_ground
create_ledge(400, 400)
create_ledge(-150, 250)
end
private
def create_ground
ground = @platforms.create(0, @game.world.height - 64, @sprite_key)
ground.scale.setTo(2, 2)
ground.body.immovable = true
end
def create_ledge(x, y)
ledge = @platforms.create(x, y, @sprite_key)
ledge.body.immovable = true
end
end
class Player
attr_accessor :player
def initialize(game)
@game = game
@sprite_key = 'dude'
@sprite_url = 'assets/dude.png'
@x = 32
@y = @game.world.height - 150
end
def preload
@game.load.spritesheet(@sprite_key, @sprite_url, 32, 48)
end
def create
@player = @game.add.sprite(@x, @y, @sprite_key)
@game.physics.arcade.enable(@player)
player.body.bounce.y = 0.2
player.body.gravity.y = 300
player.body.collide_world_bounds = true
player.animations.add('left', [0, 1, 2, 3], 10, true)
player.animations.add('right', [5, 6, 7, 8], 10, true)
end
def update
cursors = @game.input.keyboard.create_cursor_keys
movement(cursors)
end
def movement(cursors)
player.body.velocity.x = 0
case
when cursors.left.isDown
player.body.velocity.x = -150
player.animations.play('left')
when cursors.right.isDown
player.body.velocity.x = 150
player.animations.play('right')
else
player.animations.stop
player.frame = 4
end
if cursors.up.isDown && player.body.touching.down
player.body.velocity.y = -350
end
end
end
class Game
def initialize
run
end
def run
game = Phaser::Game.new
state = MainLevel.new(game)
game.state.add(:main, state, true)
end
end
class MainLevel < Phaser::State
def preload
pp game
puts "preload"
initialize_entities
entities_call :preload
end
def create
puts "create"
entities_call :create
end
def update
game.physics.arcade.collide(@player.player, @platforms.platforms)
game.physics.arcade.collide(@star.stars, @platforms.platforms)
game.physics.arcade.overlap(@player.player, @star.stars) do |p, s|
s.kill
@score.score += 10
@score.scoreText.text = "score: #{@score.score}"
end
@player.update
end
private
def collect_star(player, star, score)
star = Phaser::Sprite.new(star)
star.kill
@score.score += 10
@score.scoreText.text = "score: #{@score.score}"
end
def initialize_entities
@sky = Sky.new(game)
@platforms = Platforms.new(game)
@player = Player.new(game)
@star = Star.new(game)
@score = Score.new(game)
@entities ||= [@sky, @platforms, @player, @star, @score]
end
def entities_call(method)
@entities.each { |e| e.send(method) }
end
end